mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 11:33:05 +00:00
b42d5d6b7f
* started working on bon odori * bon odori is now playable, just no animations and sounds * bon odori is functional now, just missing the art, better audio and animations * nothing new, my git is always 1 commit behind * Revert "nothing new, my git is always 1 commit behind" This reverts commit b96a70004de5964902f7bc87d819a9e6047e77fb. * changed the background im only commiting because saladplainzone is gonna do the anims now * Accurate BG * Good prefab * finalized player prefab * Finalize Prefab * More animation stuff * Bow anim done * text is now functional, passing the project to AstrlJelly * merging w master branch * text scrolling is ALMOST functional * scrolling is ALMOST ALMOST functional * FINALLY!!!! TEXT SCOLLING IS DONE!!!!! * TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations * minor bug fixes * TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font * i forgor to change the outline on the fonts * Setup * more working on stuff * more testing * more testing * more testing * some fixes * fixes * testing stuff * fixed some things * a few more fixes * more testing * More fixes * bops and animation adjustments * camera stuff! * Implementing placeholder icon * recolorable sky * fix that bug + format arch file also change the script name * oops --------- Co-authored-by: streitixy <danilomeiraivo@gmail.com> Co-authored-by: saladplainzone <chocolate2890mail@gmail.com> Co-authored-by: streitixy <85808002+streitixy@users.noreply.github.com> Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
157 lines
6.4 KiB
C#
157 lines
6.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_Airboarder
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{
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public class Arch : MonoBehaviour
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{
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[Header("Components")]
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[SerializeField] private GameObject archBasic;
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[SerializeField] Animator anim;
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public Airboarder game;
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public double targetBeat;
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public double appearBeat;
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public float normalizedStart;
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private bool isCrouch;
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private void Awake()
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{
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game = Airboarder.instance;
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}
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public void CueDuck(double duckBeat)
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{
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game.ScheduleInput(duckBeat, 3f, Minigame.InputAction_BasicPress, DuckSuccess, DuckMiss, null);
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BeatAction.New(game, new List<BeatAction.Action>() {
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new BeatAction.Action(duckBeat, delegate {
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game.wantsCrouch = false;
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game.cpu1CantBop = true;
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game.CPU1.DoScaledAnimationAsync("letsgo", 1f, 0, 1);
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}),
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new BeatAction.Action(duckBeat + 1, delegate {
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game.cpu2CantBop = true;
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game.CPU1.DoScaledAnimationAsync("duck", 1f, 0, 1);
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game.CPU2.DoScaledAnimationAsync("letsgo", 1f, 0, 1);
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SoundByte.PlayOneShotGame("airboarder/crouch");
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SoundByte.PlayOneShotGame("airboarder/crouchvox");
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}),
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new BeatAction.Action(duckBeat + 2, delegate {
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game.playerCantBop = true;
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game.CPU2.DoScaledAnimationAsync("duck", 1f, 0, 1);
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game.Player.DoScaledAnimationAsync("letsgo", 1f, 0, 1);
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SoundByte.PlayOneShotGame("airboarder/crouch");
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SoundByte.PlayOneShotGame("airboarder/crouchvox");
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}),
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new BeatAction.Action(duckBeat + 2.5, delegate { game.cpu1CantBop = false; } ),
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new BeatAction.Action(duckBeat + 3.5, delegate { game.cpu2CantBop = false; } ),
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new BeatAction.Action(duckBeat + 4.5, delegate { game.playerCantBop = false; })
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});
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}
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public void CueCrouch(double crouchBeat)
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{
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game.ScheduleInput(crouchBeat, 3f, Minigame.InputAction_BasicPress, CrouchSuccess, CrouchMiss, null);
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BeatAction.New(game, new List<BeatAction.Action>() {
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new BeatAction.Action(crouchBeat, delegate {
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game.wantsCrouch = true;
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game.cpu1CantBop = true;
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game.CPU1.DoScaledAnimationAsync("letsgo", 1f, 0, 1);
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}),
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new BeatAction.Action(crouchBeat+1, delegate {
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game.cpu2CantBop = true;
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SoundByte.PlayOneShotGame("airboarder/crouch");
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SoundByte.PlayOneShotGame("airboarder/crouchCharge");
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SoundByte.PlayOneShotGame("airboarder/crouchvox");
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game.CPU1.DoScaledAnimationAsync("charge", 1f, 0, 1);
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game.CPU2.DoScaledAnimationAsync("letsgo", 1f, 0, 1);
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}),
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new BeatAction.Action(crouchBeat + 2, delegate {
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SoundByte.PlayOneShotGame("airboarder/crouch");
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game.playerCantBop = true;
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game.CPU2.DoScaledAnimationAsync("charge", 1f, 0, 1);
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game.Player.DoScaledAnimationAsync("letsgo", 1f, 0, 1);
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SoundByte.PlayOneShotGame("airboarder/crouchCharge");
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SoundByte.PlayOneShotGame("airboarder/crouchvox");
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})
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});
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}
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void Update()
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{
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float normalizedStart = game.conductor.GetPositionFromBeat(appearBeat, 40f);
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anim.DoNormalizedAnimation("move", normalizedStart, animLayer: 0);
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if (normalizedStart > 1) Destroy(gameObject);
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}
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public void DuckSuccess(PlayerActionEvent caller, float state)
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{
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game.Player.DoScaledAnimationAsync("duck", 1f, 0, animLayer:1);
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double beat = caller.startBeat + caller.timer;
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BeatAction.New(this, new() {
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new(beat, () => game.playerCantBop = true),
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new(beat + 1.5f, () => game.playerCantBop = false)
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});
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if (state is >= 1 or <= -1)
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{
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anim.DoScaledAnimationAsync("shake", 1f, 0f, animLayer: 1);
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SoundByte.PlayOneShotGame("airboarder/barely");
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SoundByte.PlayOneShotGame("airboarder/barelyvox");
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}
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else
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{
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SoundByte.PlayOneShotGame("airboarder/crouch");
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SoundByte.PlayOneShotGame("airboarder/crouchvox");
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}
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}
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public void DuckMiss(PlayerActionEvent caller)
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{
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game.Player.DoScaledAnimationAsync("hit1",1.5f, 0, 1);
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anim.DoScaledAnimationAsync("break", 1f, 0, animLayer:1);
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double beat = caller.startBeat + caller.timer;
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game.MissSound(beat);
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BeatAction.New(this, new() {
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new(beat, () => game.playerCantBop = true),
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new(beat + 1.5f, () => game.playerCantBop = false)
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});
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}
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public void CrouchSuccess(PlayerActionEvent caller, float state)
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{
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game.Player.DoScaledAnimationAsync("charge", 1f, 0, 1);
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if (state is >= 1 or <= -1)
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{
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anim.DoScaledAnimationAsync("shake", 1f, 0, animLayer:1);
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SoundByte.PlayOneShotGame("airboarder/barely");
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SoundByte.PlayOneShotGame("airboarder/barelyvox");
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}
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else
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{
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SoundByte.PlayOneShotGame("airboarder/crouch");
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SoundByte.PlayOneShotGame("airboarder/crouchCharge");
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SoundByte.PlayOneShotGame("airboarder/crouchvox");
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}
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game.playerCantBop = true;
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}
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public void CrouchMiss(PlayerActionEvent caller) {
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game.Player.DoScaledAnimationAsync("hit1", 1.5f, 0, 1);
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anim.DoScaledAnimationAsync("break", 1f, 0, animLayer: 1);
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double beat = caller.startBeat + caller.timer;
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game.MissSound(beat);
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BeatAction.New(this, new() {
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new(beat, ()=>game.playerCantBop = true),
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new(beat+1.5f, ()=>game.playerCantBop = false)
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});
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}
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}
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}
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